[ The Sentinel]
||Dungeons and Dragons 1e
||2 – 5
| Product Blurb
| Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night!
Kusnir is beset by a skulk.
The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse.
Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers.
This adventure can be played alone or as the first adventure in the two-part Alderweg series.
This text is quoted from promotion material. Text and images are copyrighted by the original publisher.
In The Sentinel, the adventurers rid a village of a marauding skulk, which leads them into a quest to find a magical gauntlet. The module details the village, and a xvart lair. The player characters move through a series of linked encounter areas as they seek clues to the history of Kusnir and the ill fortune that has befallen it.
UK2 The Sentinel is a 32-page book with an outer folder published by TSR, Inc. in 1983 for the first edition of Advanced Dungeons & Dragons rules. The adventure was written by Graeme Morris, and is the first of two modules in the "Adlerweg" adventure series; it was followed by UK3 The Gauntlet.
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